The Crew is utterly enormous in scope and ambitious in scale, but with so many moving parts, there's a lot to take in. It's an 'MMO driving experience' in a massive open world with numerous events, a storyline, factions, exploration, progression, 'shared-world' multiplayer and unlockable cars to consider. How will it work? Will it work at launch, given Ubisoft's track record with Uplay and PC?

Luckily Creative Director Julian Gerighty was on hand for a lengthy interview.

As explained in our hands-on preview earlier today, World of Speed looks to mix things up in the racing genre by putting an emphasis on teamwork during a race. To find out more, Carl spoke to Andy Tudor of Slightly Mad Studios to learn more about how it will achieve this in the online gaming space.

Well, it's almost here - after years incessantly throwing coverage in your faces (whether you wanted it or not) Carbine Studios and NCSOFT are days away from flicking the switch and launching WildStar. I think it goes without saying that I have been rather optimistic for the sci-fi MMO thanks to the pedigree of the developers creating it, the charming art direction of its visuals & story, and the focus on providing a end-game experience that hasn't really been seen since the early years of World of Warcraft. It also helps a fair bit that the combat mechanics allow for fast-paced gameplay, something that has been attempted many times in previous efforts but has never really hit the mark.

There are other things too - PvP, Warplots, player housing and the like - but it would be ignorant to ignore the fact that all of these features have been done before. What Carbine have done is refine the wheel we know and love, not redesign it, bringing about a culmination of what the genre has experimented with over the last decade or so, and with the promise of a raiding experience that will challenge even the most skilled of players (hardcore) it's not hard to see why a huge community of excited players have been clamouring to get started as much as I have.

So, at the end of last week I was given the chance to speak to the recently-crowned Creative Director Chad "Pappy" Moore - a man who drops the most glorious of lore-bombs at every opportunity. I sat down with him to discuss WildStar's lore (obviously), balancing the World Story for players, the blurred moral lines of both factions, developing an deep narrative moving forward, and the importance of community interaction.

Whether you love it or hate it, it's hard to deny that Dark Souls has made a huge impact on the games industry thanks to its unforgiving combat, devious boss battles, and incredible vistas. I was invited to have a quick chat with Tak Miyazoe, global producer for Namco Bandai, to learn more about the upcoming sequel Dark Souls II. Watch the interview for yourself after the jump.

After NBA 2K13 led me to fall head over heels in love with the sport of basketball last year, I was intrigued to see what 2K Sports and Visual Concepts are planning for this year's instalment. After getting hands-on with the game -- read our NBA 2K14 preview here -- I had a chat with Chris Snyder, the senior director of marketing at 2K Sports, to get his take on things.

In the last of our interviews from the show floor of this year's Rezzed, Carl speaks with a rather dapper looking Tom Betts from Big Robot about the upcoming "tweedpunk" survival FPS Sir, You Are Being Hunted. Watch the video interview, which mentions how (once implemented) Multiplayer will work, after the jump.

We're not quite done with our coverage from this year's Rezzed, as in today's video Matt has a chat with Pawel Wojs of The Creative Assembly to learn more about the upcoming Total War: Rome II. Watch the interview (along with its random and bizarre cameo appearance by another franchise) after the jump.

We're back with our coverage from this year's Rezzed, and in today's interview Carl talks to Max Matzenbacher of Carbine Studios about upcoming Sci-fi Western MMO WildStar. We learn about the inspirations for the art style, including how the visuals work in combat, as well as Max's on thoughts on upcoming game, after the jump.

Editor Note: There was meant to be video footage of this interview, but due to technical difficulties (we suspect Mechari sabotage) we were unable to use it. Thankfully the audio was left unscathed, so you can hear the interview in full after the jump.

In our third video interview from the show floor of this year's Rezzed, Matt talks to Richard Perrin, game creator of that interactive narrative title Journal. Learn all about the upcoming title, which sees players making choices throughout a young girl's life, and the consequences that come with it, after the jump.

We're back with yet another video interview from the show floor of this year's Rezzed. Today, Matt talks to Mitu Khandaker of The Tiniest Shark to learn more about the upcoming Sci-fi social simulator Redshirt, a game where players will need to charm their way from the bottom of the society to succeed in both personal and professional aspects... in space! Check it out after the jump.

Last weekend Matt and Carl took to Birmingham's NEC to go around the show floor at Rezzed, taking a look at some of the latest and upcoming games from the Indie and PC scene. Today, we're kicking off a series of video interviews with some of the developers that were in attendance, starting off with Olivier Penot of Seaven Studio, developer of puzzle-platformer Ethan: Meteor Hunter. Check it out after the jump.

After we got hands-on with WildStar, which you can read about in our preview article, I was given the chance to sit out down Stephan Frost, the game design producer at Carbine Studios and the narrator of the DevSpeak videos. We go into detail about the Settler player path and how they affect the open world, discuss the Elder Game and PvP leaderboards, before rounding off with some community questions (and a cameo by the site’s own mascot, Toby The Dealspwny.) Watch our exclusive video after the jump.